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- #include "$ENGINE$\GBufferInput.bslinc"
- #include "$ENGINE$\PerCameraData.bslinc"
- #define USE_COMPUTE_INDICES 1
- #include "$ENGINE$\LightingCommon.bslinc"
- #include "$ENGINE$\ReflectionCubemapCommon.bslinc"
- #include "$ENGINE$\ImageBasedLighting.bslinc"
- technique TiledDeferredLighting
- {
- mixin GBufferInput;
- mixin PerCameraData;
- mixin LightingCommon;
- mixin ReflectionCubemapCommon;
- mixin ImageBasedLighting;
- code
- {
- [internal]
- cbuffer Params
- {
- // Number of lights per type in the lights buffer
- // x - directional lights, y - radial lights, z - spot lights, w - total number of lights
- uint4 gLightCounts;
- // Strides between different light types in the light buffer
- // x - stride to radial lights, y - stride to spot lights. Directional lights are assumed to start at 0.
- uint2 gLightStrides;
-
- uint2 gFramebufferSize;
- }
-
- #if MSAA_COUNT > 1
- RWBuffer<float4> gOutput;
- Texture2D gMSAACoverage;
-
- uint getLinearAddress(uint2 coord, uint sampleIndex)
- {
- return (coord.y * gFramebufferSize.x + coord.x) * MSAA_COUNT + sampleIndex;
- }
-
- void writeBufferSample(uint2 coord, uint sampleIndex, float4 color)
- {
- uint idx = getLinearAddress(coord, sampleIndex);
- gOutput[idx] = color;
- }
- #else
- RWTexture2D<float4> gOutput;
- #endif
-
- groupshared uint sTileMinZ;
- groupshared uint sTileMaxZ;
- groupshared uint sNumLightsPerType[2];
- groupshared uint sTotalNumLights;
- float4 getLighting(float2 clipSpacePos, SurfaceData surfaceData)
- {
- // x, y are now in clip space, z, w are in view space
- // We multiply them by a special inverse view-projection matrix, that had the projection entries that effect
- // z, w eliminated (since they are already in view space)
- // Note: Multiply by depth should be avoided if using ortographic projection
- float4 mixedSpacePos = float4(clipSpacePos * -surfaceData.depth, surfaceData.depth, 1);
- float4 worldPosition4D = mul(gMatScreenToWorld, mixedSpacePos);
- float3 worldPosition = worldPosition4D.xyz / worldPosition4D.w;
-
- uint4 lightOffsets;
- lightOffsets.x = gLightCounts[0];
- lightOffsets.y = 0;
- lightOffsets.z = sNumLightsPerType[0];
- lightOffsets.w = sTotalNumLights;
-
- float3 V = normalize(gViewOrigin - worldPosition);
- float3 N = surfaceData.worldNormal.xyz;
- float3 R = 2 * dot(V, N) * N - V;
- float3 specR = getSpecularDominantDir(N, R, surfaceData.roughness);
-
- return getDirectLighting(worldPosition, V, specR, surfaceData, lightOffsets);
- }
-
- [numthreads(TILE_SIZE, TILE_SIZE, 1)]
- void csmain(
- uint3 groupId : SV_GroupID,
- uint3 groupThreadId : SV_GroupThreadID,
- uint3 dispatchThreadId : SV_DispatchThreadID)
- {
- uint threadIndex = groupThreadId.y * TILE_SIZE + groupThreadId.x;
- uint2 pixelPos = dispatchThreadId.xy + gViewportRectangle.xy;
-
- // Note: To improve performance perhaps:
- // - Use halfZ (split depth range into two regions for better culling)
- // - Use parallel reduction instead of atomics
- // - Use AABB instead of frustum (no false positives)
- // - Increase tile size to 32x32 to amortize the cost of AABB calc (2x if using halfZ)
-
- // Get data for all samples, and determine per-pixel minimum and maximum depth values
- SurfaceData surfaceData[MSAA_COUNT];
- uint sampleMinZ = 0x7F7FFFFF;
- uint sampleMaxZ = 0;
- #if MSAA_COUNT > 1
- [unroll]
- for(uint i = 0; i < MSAA_COUNT; ++i)
- {
- surfaceData[i] = getGBufferData(pixelPos, i);
-
- sampleMinZ = min(sampleMinZ, asuint(-surfaceData[i].depth));
- sampleMaxZ = max(sampleMaxZ, asuint(-surfaceData[i].depth));
- }
- #else
- surfaceData[0] = getGBufferData(pixelPos);
- sampleMinZ = asuint(-surfaceData[0].depth);
- sampleMaxZ = asuint(-surfaceData[0].depth);
- #endif
- // Set initial values
- if(threadIndex == 0)
- {
- sTileMinZ = 0x7F7FFFFF;
- sTileMaxZ = 0;
- sNumLightsPerType[0] = 0;
- sNumLightsPerType[1] = 0;
- sTotalNumLights = 0;
- }
-
- GroupMemoryBarrierWithGroupSync();
-
- // Determine minimum and maximum depth values for a tile
- InterlockedMin(sTileMinZ, sampleMinZ);
- InterlockedMax(sTileMaxZ, sampleMaxZ);
-
- GroupMemoryBarrierWithGroupSync();
-
- float minTileZ = asfloat(sTileMinZ);
- float maxTileZ = asfloat(sTileMaxZ);
-
- // Create a frustum for the current tile
- // First determine a scale of the tile compared to the viewport
- float2 tileScale = gViewportRectangle.zw * rcp(float2(TILE_SIZE, TILE_SIZE));
- // Now we need to use that scale to scale down the frustum.
- // Assume a projection matrix:
- // A, 0, C, 0
- // 0, B, D, 0
- // 0, 0, Q, QN
- // 0, 0, -1, 0
- //
- // Where A is = 2*n / (r - l)
- // and C = (r + l) / (r - l)
- //
- // Q & QN are used for Z value which we don't need to scale. B & D are equivalent for the
- // Y value, we'll only consider the X values (A & C) from now on.
- //
- // Both and A and C are inversely proportional to the size of the frustum (r - l). Larger scale mean that
- // tiles are that much smaller than the viewport. This means as our scale increases, (r - l) decreases,
- // which means A & C as a whole increase. Therefore:
- // A' = A * tileScale.x
- // C' = C * tileScale.x
-
- // Aside from scaling, we also need to offset the frustum to the center of the tile.
- // For this we calculate the bias value which we add to the C & D factors (which control
- // the offset in the projection matrix).
- float2 tileBias = tileScale - 1 - groupId.xy * 2;
- // This will yield a bias ranging from [-(tileScale - 1), tileScale - 1]. Every second bias is skipped as
- // corresponds to a point in-between two tiles, overlapping existing frustums.
-
- float flipSign = 1.0f;
-
- // Adjust for OpenGL's upside down texture system
- #if OPENGL
- flipSign = -1;
- #endif
-
- float At = gMatProj[0][0] * tileScale.x;
- float Ctt = gMatProj[0][2] * tileScale.x - tileBias.x;
-
- float Bt = gMatProj[1][1] * tileScale.y * flipSign;
- float Dtt = (gMatProj[1][2] * tileScale.y + flipSign * tileBias.y) * flipSign;
-
- // Extract left/right/top/bottom frustum planes from scaled projection matrix
- // Note: Do this on the CPU? Since they're shared among all entries in a tile. Plus they don't change across frames.
- float4 frustumPlanes[6];
- frustumPlanes[0] = float4(At, 0.0f, gMatProj[3][2] + Ctt, 0.0f);
- frustumPlanes[1] = float4(-At, 0.0f, gMatProj[3][2] - Ctt, 0.0f);
- frustumPlanes[2] = float4(0.0f, -Bt, gMatProj[3][2] - Dtt, 0.0f);
- frustumPlanes[3] = float4(0.0f, Bt, gMatProj[3][2] + Dtt, 0.0f);
-
- // Normalize
- [unroll]
- for (uint i = 0; i < 4; ++i)
- frustumPlanes[i] *= rcp(length(frustumPlanes[i].xyz));
-
- // Generate near/far frustum planes
- // Note: d gets negated in plane equation, this is why its in opposite direction than it intuitively should be
- frustumPlanes[4] = float4(0.0f, 0.0f, -1.0f, -minTileZ);
- frustumPlanes[5] = float4(0.0f, 0.0f, 1.0f, maxTileZ);
-
- // Find radial & spot lights overlapping the tile
- for(uint type = 0; type < 2; type++)
- {
- uint lightsStart = threadIndex + gLightStrides[type];
- uint lightsEnd = lightsStart + gLightCounts[type + 1];
- for (uint i = lightsStart; i < lightsEnd && i < MAX_LIGHTS; i += TILE_SIZE)
- {
- float4 lightPosition = mul(gMatView, float4(gLights[i].position, 1.0f));
- float lightRadius = gLights[i].attRadius;
-
- // Note: The cull method can have false positives. In case of large light bounds and small tiles, it
- // can end up being quite a lot. Consider adding an extra heuristic to check a separating plane.
- bool lightInTile = true;
-
- // First check side planes as this will cull majority of the lights
- [unroll]
- for (uint j = 0; j < 4; ++j)
- {
- float dist = dot(frustumPlanes[j], lightPosition);
- lightInTile = lightInTile && (dist >= -lightRadius);
- }
- // Make sure to do an actual branch, since it's quite likely an entire warp will have the same value
- [branch]
- if (lightInTile)
- {
- bool inDepthRange = true;
-
- // Check near/far planes
- [unroll]
- for (uint j = 4; j < 6; ++j)
- {
- float dist = dot(frustumPlanes[j], lightPosition);
- inDepthRange = inDepthRange && (dist >= -lightRadius);
- }
-
- // In tile, add to branch
- [branch]
- if (inDepthRange)
- {
- InterlockedAdd(sNumLightsPerType[type], 1U);
-
- uint idx;
- InterlockedAdd(sTotalNumLights, 1U, idx);
- gLightIndices[idx] = i;
- }
- }
- }
- }
- GroupMemoryBarrierWithGroupSync();
- // Generate world position
- float2 screenUv = ((float2)(gViewportRectangle.xy + pixelPos) + 0.5f) / (float2)gViewportRectangle.zw;
- float2 clipSpacePos = (screenUv - gClipToUVScaleOffset.zw) / gClipToUVScaleOffset.xy;
-
- uint2 viewportMax = gViewportRectangle.xy + gViewportRectangle.zw;
-
- // Ignore pixels out of valid range
- if (all(dispatchThreadId.xy < viewportMax))
- {
- #if MSAA_COUNT > 1
- float coverage = gMSAACoverage.Load(int3(pixelPos, 0)).r;
-
- float4 lighting = getLighting(clipSpacePos.xy, surfaceData[0]);
- writeBufferSample(pixelPos, 0, lighting);
- bool doPerSampleShading = coverage > 0.5f;
- if(doPerSampleShading)
- {
- [unroll]
- for(uint i = 1; i < MSAA_COUNT; ++i)
- {
- lighting = getLighting(clipSpacePos.xy, surfaceData[i]);
- writeBufferSample(pixelPos, i, lighting);
- }
- }
- else // Splat same information to all samples
- {
- // Note: The splatting step can be skipped if we account for coverage when resolving. However
- // the coverage texture potentially becomes invalid after transparent geometry is renedered,
- // so we need to resolve all samples. Consider getting around this issue somehow.
- [unroll]
- for(uint i = 1; i < MSAA_COUNT; ++i)
- writeBufferSample(pixelPos, i, lighting);
- }
-
- #else
- float4 lighting = getLighting(clipSpacePos.xy, surfaceData[0]);
- gOutput[pixelPos] = lighting;
- #endif
- }
- }
- };
- };
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